Search found 111 matches

by Skulls
Tue Mar 12, 2019 03:28
Forum: Modding Discussion
Topic: Render entity from unlimited distance
Replies: 10
Views: 793

Re: Render entity from unlimited distance

If this is only for single player you may try attaching a huge (but low poly) object to the player so the "wall" follows the player around like a gloomy storm cloud.
by Skulls
Mon Mar 11, 2019 03:16
Forum: General Discussion
Topic: Shouldn't Minetest 5.0.0 actually be called...
Replies: 17
Views: 1122

Re: Shouldn't Minetest 5.0.0 actually be called...

If you are looking for more information in a version number than it being before the things after or after the things before you are overloading that poor number and should show some kindness to your data structures.

It's a number that goes up. Everything important is in the change log.
by Skulls
Sun Mar 03, 2019 15:11
Forum: Modding Discussion
Topic: Entity pitch?
Replies: 9
Views: 720

Re: Entity pitch?

It is demo/hack/initial proof of concept and not fit for consumption but I tossed it up on GitHub at https://github.com/misterskullz/nb_player_demo , MIT license. Add the "Tester" tool to the inventory, point at a node and left click to add / remove the attachments, right click a node to start / sto...
by Skulls
Sun Mar 03, 2019 03:25
Forum: Modding Discussion
Topic: Entity pitch?
Replies: 9
Views: 720

Re: Entity pitch?

... Attached objects can also be rotated, which looks the same as a "pitch" rotate, as used here in boost_cart to tilt the player model slightly, depending on the direction. Is it correct to assume the current way to rotate an attached object is to re-set it with set_attach? So instead of saying "a...
by Skulls
Mon Feb 25, 2019 05:33
Forum: Feature Discussion
Topic: Some item/node groups I would like to see made more standard
Replies: 17
Views: 1378

Re: Some item/node groups I would like to see made more stan

There are only two hard problems in CS: cache invalidation, naming things, and off-by-one errors. Its a good idea but a very difficult one. You might try to just get a list together first and decide if you want a hierarchy or something more attribute based. There will be overlap between the terms. T...
by Skulls
Sun Feb 24, 2019 15:30
Forum: WIP Mods
Topic: [Mod] Interactive Physics (out of alpha!) [physics]
Replies: 9
Views: 1266

Re: [Mod] Interactive Physics (Sneak Peak) [physics]

What do you have your server step set to?
by Skulls
Fri Feb 22, 2019 04:10
Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 778

Re: Re-identifying entities

An in-game entity is a collection of states (health being one of them, position another), controller logic, and a 3d representation. The only thing you need to persist is the state. You don't really need to give the entity a unique ID that will persist through server restarts unless you want a way t...
by Skulls
Wed Feb 13, 2019 04:08
Forum: General Discussion
Topic: In which language you want to write mods?
Replies: 11
Views: 684

Re: In which language you want to write mods?

Lua is a pain in the rear to use for me because it lacks interfaces or user defined types / classes. This is a major hurdle when building an API or a framework because you know it is going to be issues when folks try and use your code. These constructs are helpers to keep people from shooting themse...
by Skulls
Mon Feb 11, 2019 04:55
Forum: WIP Mods
Topic: [Mod] Temperature and Humidity HUD [0.2] [tempidity]
Replies: 19
Views: 5138

Re: [Mod] Temperature and Humidity HUD [0.2] [tempidity]

A hacky hack updated this to function with the snazzy new functions:
https://github.com/misterskullz/tempidity

And biome name has been added
Image
by Skulls
Fri Feb 01, 2019 00:05
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76112

Re: Post your mapgen questions here (modding or engine)

What would be the value if you wanted caves that were on average 10 blocks wide?
by Skulls
Wed Jan 30, 2019 04:07
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76112

Re: Post your mapgen questions here (modding or engine)

paramat wrote:So your method will work and is not hacky at all, it couldn't be any less hacky. It's intuitive.
Adding ores is very intuitive, depending on an unstated, implicit processing ordering is hacky. There is a ghost dependcy between ores. I'm still gunna do it though.
by Skulls
Mon Jan 28, 2019 17:16
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76112

Re: Post your mapgen questions here (modding or engine)

Is it possible to generate ores within ores? For example, I could have an ore blob of "super hard stone" and within that I would want a chance of a scatter ore of diamond blocks. This is basically my attempt at making the underground less uniform "stone". Edit: it might work if I register the "inner...
by Skulls
Wed Jan 16, 2019 19:27
Forum: General Discussion
Topic: Pain points when using Minetest
Replies: 29
Views: 1757

Re: Pain points when using Minetest

Well that escalated quickly.
by Skulls
Wed Jan 16, 2019 15:17
Forum: General Discussion
Topic: Pain points when using Minetest
Replies: 29
Views: 1757

Re: Pain points when using Minetest

There needs to be an easy way to use the global step / on step for time based things such as mobs. Right now every mob mod that I've seen has a massive amount of code in their on-step function for handling movement or entity detection so a lot of redundant work being done each step. I suggest a more...
by Skulls
Tue Jan 15, 2019 17:34
Forum: Feature Discussion
Topic: New feature ideas
Replies: 1
Views: 333

Re: New feature ideas

I think this is similar to how Minecraft does it. For Minetest you might first create a mesh (wield item) and then script the animations per step using attachments (neck bone connected to the head bone, etc). Depending on your server step things could be kind of jerky but I bet that if it was popula...
by Skulls
Wed Jan 02, 2019 23:15
Forum: Game Discussion
Topic: Role-Playing Game Elements for Minetest
Replies: 19
Views: 3307

Re: Role-Playing Game Elements for Minetest

I wanted to know if there was interest in creating a subgame placed in the world of Dungeons & Dragons? We could use the official ... fundamental elements like levelling, races, classes, items, creatures, lore, etc. What do you think on this? Are you stuck on the D&D style ruleset and play style or...
by Skulls
Wed Jan 02, 2019 15:23
Forum: Modding Discussion
Topic: Set metadata for schematics on mapgen
Replies: 8
Views: 354

Re: Set metadata for schematics on mapgen

Nice! Thank you
by Skulls
Mon Dec 31, 2018 19:34
Forum: Modding Discussion
Topic: Set metadata for schematics on mapgen
Replies: 8
Views: 354

Re: Set metadata for schematics on mapgen

possibly this could help you figure out how to do what you want? https://forum.minetest.net/viewtopic.php?p=20306#p20306 Unfortunately, no. As mentioned in that thread the Timber mod walks up the trunk from the dig node and this can cause issues with non 1x1 column tree trunks. Not to mention leave...
by Skulls
Mon Dec 31, 2018 18:00
Forum: Modding Discussion
Topic: Set metadata for schematics on mapgen
Replies: 8
Views: 354

Re: Set metadata for schematics on mapgen

Unfortunately that doesn't work for schematics placed during map generation: https://github.com/minetest/minetest/bl ... .txt#L6019
by Skulls
Mon Dec 31, 2018 17:03
Forum: Modding Discussion
Topic: Set metadata for schematics on mapgen
Replies: 8
Views: 354

Set metadata for schematics on mapgen

Is there a way to set the metadata of schematic nodes placed during map generation? As an example, I wanted to give all of a tree's nodes a group ID so that the entire thing could be removed without walking up the trunk nodes.
by Skulls
Sat Dec 29, 2018 18:41
Forum: General Discussion
Topic: Why Your Server is Messed Up ;) part 2, Characters
Replies: 5
Views: 403

Re: Why Your Server is Messed Up ;) part 2, Characters

A lot of good responses have come up here. I am choosing not to defend or reinforce the ideas I present in the original posts here. I want to encourage thought and not entrench ideas by argument. I appreciate the time and the arguments that are made in response to these ideas. It's a good conversat...
by Skulls
Fri Dec 28, 2018 17:42
Forum: General Discussion
Topic: Why Your Server is Messed Up ;) part 2, Characters
Replies: 5
Views: 403

Re: Why Your Server is Messed Up ;) part 2, Characters

I think you are dead wrong here. On most servers, if we take away a characters objects we take away everything. ... We have no back story. Our house will probably have more personality than our character does. You can't take away someone's personality or assumed personality. You also can't give a pl...
by Skulls
Thu Dec 27, 2018 23:39
Forum: General Discussion
Topic: More quality videos of Minetest!
Replies: 27
Views: 1694

Re: More quality videos of Minetest!

Smashed the like, banged the bell, subbed and shared. I am now part of the #notificationsquad.

Seriously though, what is your YT channel? I would like to see.
by Skulls
Tue Dec 11, 2018 18:45
Forum: Game Discussion
Topic: Testing names for a new game. Please Vote.
Replies: 19
Views: 1982

Re: Testing names for a new game. Please Vote.

Testorium
DevMine
Mine Place holder

I'll have some more bad ideas after I get some coffee.

So are you making a game or a game framework?